Help Neeed with Infection

Discussion in 'Halo and Forge Discussion' started by Mr Pokephile, Jul 4, 2011.

  1. Mr Pokephile

    Mr Pokephile Forge Labs
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    Okay so I'm making an infection map where the goal is to get from haven to haven in order. The maps been designed this way, so basically I need the havens to be triggered in order, not randomly. I've set the spawn sequence to match the order I need but haven't had any luck. There's 4 havens. Any ideas?
     
  2. Equin0x

    Equin0x Forerunner

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    I dont there is a way to do this. If you are doing a campaign map, try making a vehicle the haven, and they have to drive the vehicle through the map.
     
  3. broccollipie

    broccollipie Ancient

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    Set the spawn sequence for the havens in order from 0 onwards?
     
  4. Mr Pokephile

    Mr Pokephile Forge Labs
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    I've set them from 1 - 4 , I'll try starting them at 0.
     
  5. patrickcanttype

    patrickcanttype Forerunner

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    That doesn't work for infection.

    My only thought is to put a haven at the end of the map and make it linear. If its a giant map, you could break it up into smaller maps and make it a campaign.
     
  6. broccollipie

    broccollipie Ancient

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    Download the updated infection variant from Matchmaking, then set spawn sequences.
     
  7. Mr Pokephile

    Mr Pokephile Forge Labs
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    Thats what I herd, do I just go into the infection playlist and play until I get havens from it?
     
  8. broccollipie

    broccollipie Ancient

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    Oh, snap. Thats right. They don't have safe havens anymore.
    Err... you should be able to just play until you get regular infection, then use that with havens enabled?
     
  9. Mr Pokephile

    Mr Pokephile Forge Labs
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    Still no luck :( I'm even trying now to put a spawn delay on each objective but it's not working. I've set the spawn at start option to: false. and put a spawn time on it and it automatically spawns at the beginning. I have the first haven set to spawn at start: True. and still no luck.
     
  10. DavidJCobb

    DavidJCobb Ancient
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    Ordered Safe Havens have never been added. That's a pretty big update; Jeremiah would have put it in one of his changelist threads if it were actually performed.

    OP, here's a solution. It's risky, but it could work.

    Make your Havens Trip Mines that players can't detonate. Make it so that only two are spawned at start; the rest delay-spawn according to the order you want them to activate in. When a new Haven spawns, a movable item should spawn above the oldest Haven, detonating it (and thereby removing it from the map). So basically, the map plays like this.

    0 seconds
    There are two Trip Mine Havens on the map. The first is active.

    1 minute (example time)
    A new Trip Mine Haven spawns further down the map. A Crate spawns above the first Trip Mine Haven and detonates it, destroying it. It does not respawn.

    2 minutes (example time)
    A new Trip Mine Haven spawns further down the map. A Crate spawns above the second Trip Mine Haven (since the first is already gone) and detonates it, destroying it. It does not respawn.

    ...And so on. Only problem is, your map's limited to roughly 3-minute rounds. Basically, you're forcing the game to only use the "current" Havens, because the previous ones are destroyed and the new ones haven't yet spawned.
     
  11. pyro

    pyro The Joker
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    You can actually spawn objects after 3 minutes through a complicated process. Basically have the object spawn at 170 seconds then fall into water or a kill ball or something then at 180 something spawns under it so when it spawns again 340 seconds into the game it falls onto the map instead of into the killball. You can even iterate this to get really long spawn times, but it will take a lot of work and only works in some situations.
     
  12. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    Oh snap - I haven't been playing infection for a while I see...

    When did they get rid of haven?
     
    #12 MrGreenWithAGun, Jul 5, 2011
    Last edited: Jul 5, 2011
  13. Mr Pokephile

    Mr Pokephile Forge Labs
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    Well how do I make a delayed spawned object then make it never respawn?
    otherwise this sounds great!
     
  14. DavidJCobb

    DavidJCobb Ancient
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    You don't need it to not respawn if you find a way to kill it immediately after it spawns, once it's no longer needed. But that'll probably involve the construction of some tricky mechanism. :\
     
  15. Mr Pokephile

    Mr Pokephile Forge Labs
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    I've gotten it set up, however the Havens that are now mines, I have switched them to not spawn at the start but they do.

    I don't know :/
     
  16. broccollipie

    broccollipie Ancient

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    You could lay the havens out where you want them, then go into customs a few times to see if the order stays the same. If it does, rearrange them to your liking.
     
  17. DavidJCobb

    DavidJCobb Ancient
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    Is Run-Time Minimum set to 0? Or is it set to the number of Trip Mines on the map?

    Infection could also be forcing the Mines to spawn, since they're Havens. I've never seen that kind of behavior before, but I've never specifically tested it, either.

    Haven order is determined randomly at run-time. Several games do have situations where hills always have the same attributes, but Infection is not one of them.
     
  18. Mr Pokephile

    Mr Pokephile Forge Labs
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    I got it working perfectly, basically what was going wrong was that I wasn't actually re-loading the map so it was taking the map I had been using from the current forge state (with everything spawned ) but when I reloaded it fixed that issue.

    However I got it working now with your idea. It works perfectly, basically the last haven is the one they stay at and it'll remain that way. Works like a charm thanks man if we still had a rep system I'd definitely be + repping you.
     

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